QUICK START
Combat offers a direct solo starting route. Keep your main-hand weapon current, bind a control ability and avoid waiting for maximum combo points when the enemy is about to die.
ROLE
Melee damage · Stealth · Control
RESOURCE
Energy · Combo points
01
Create your character
Log in, select the realm you intend to play on and choose Create Character. If you are joining friends, agree on realm and faction before creating the character.
Alliance
Human, Dwarf, Night Elf, Gnome, Skyborne
Horde
Orc, Undead, Troll, Skyborne
Choose an available race, select Rogue, customise the appearance and name the character. Enter the world with the new character. Read the racial descriptions, but choose a character you want to keep playing.
Read more: Blizzard’s race and class combinations.
02
Your first quests and fights
Find your health, resource bar, spellbook and quest log. Place your main attack and your survival tools on comfortable keys. Accept nearby starter quests, read the objectives and begin with one enemy at a time.
Start with a basic attack and Sinister Strike. Watch Energy return, build combo points, then use a finisher when it will meaningfully shorten the fight. Add stealth openers as they become available.
Loot defeated enemies and return to complete your objectives. Before leaving the hub again, sell unwanted items, repair if needed and check your trainer for new abilities or ranks. Keep enough supplies for the next quest loop.
Match the rotation to the weapon requirement. A guide built around Ambush and Backstab assumes a dagger; a non-dagger Sinister Strike route does not gain that rotation merely by copying its talents.
Use a finisher before its value disappears. A short Eviscerate that ends the fight is better than pooling to five points while the enemy dies to auto-attacks. Slice and Dice needs enough remaining combat time to repay the Energy and points.
03
Training and talents
Level 10
Slice and Dice. Attack speed has time to pay off on a longer fight or a sequence of pulls. A low-health enemy may be better finished directly.
Level 10
Dual Wield. Keep the main hand strong and train your new weapon skill safely before entering a dungeon.
Level 12
Kick. An interrupt worth buying even when you defer damage ranks on unused attacks.
Level 18
Ambush. A dagger opener. A sword-based Sinister Strike route does not need every Ambush or Backstab upgrade.
Level 20
Instant Poison. Follow the poison-skill unlock and keep the weapons you use coated. Carry the ingredients before a long quest circuit.
Level 22
Vanish. A valuable escape that needs its reagent. A trained spell without the required supply is not an escape plan.
Level 30
Blade Flurry. The earliest normal Combat unlock with sufficient points in that tree. Off-tree points delay it unless you respec; include that cost in your plan.
Level 30
Kidney Shot. Spend combo points to stop a dangerous opponent. It is control, rather than a reason to stun every nearly dead target.
A Combat start can reduce the cost of Sinister Strike and improve Eviscerate. Add accuracy and defensive support as rows open. If you switch to a dagger-based approach, review the build rather than assuming the old points still serve the same job.
Spend around your current toolkit. A talent that improves an attack you have not learned yet may help later, but does little for the next fight. Check prerequisites and point costs in the planner.
+ Plan your talent points
Read talents and plan a route for your Rogue. Open the full Rogue calculator for more space.
Loading talent trees…
Bind Kick, Gouge and an escape separately from the builder. Gouge can create a bandage window if no damage-over-time effect immediately breaks it. Carry bandages and Vanish reagents rather than treating recovery as something the next quest reward will solve.
Blade Flurry arrives when you have enough Combat points. Spending early points in another tree delays that milestone; a respec can bring it forward but consumes gold. Decide which benefit you want before paying to copy a different route.
04
Gear, professions and supplies
Look closely at main-hand upgrades and weapon skill. Learn First Aid if you want a recovery option between pulls; using control can create a safer moment to bandage.
Skinning and Leatherworking fit a character who gathers while questing. Engineering adds consumable utility but needs materials and preparation. Neither replaces keeping the main weapon useful.
Spend with a purpose. Compare the upgrade with the money or materials it takes, and keep enough for training and the supplies you routinely use. A reliable quest route matters more than buying every small improvement.
Complete your early Rogue class training and the level-20 poison unlock before assuming every poison recipe is immediately usable. Keep your chosen poison ingredients and escape reagents stocked when you leave town.
Alliance, from 14: prepare The Defias Brotherhood in Westfall, including its travel and escort steps, for a later Deadmines run. Tunic of Westfall is a deterministic reward; obtaining a boss weapon such as Cruel Barb still depends on a drop. A dagger build needs its own weapon comparison.
05
Your first dungeon
Ask which target needs control, stay on the tank’s chosen enemy and use Kick when a dangerous cast starts. Check supplies before leaving town, and keep the long-fight value of Slice and Dice in mind.
Plan a first run around levels 13–18: Ragefire Chasm is in Orgrimmar; Hall of Thanes is below Ironforge’s High Seat. Choose the dungeon and quests that fit your faction and route.
RFC · dagger
Chanting Blade from Jergosh is a dagger-route comparison. A Sinister Strike non-dagger build should not change its entire rotation just because a dagger drops.
Hall of Thanes · leather
Flamefist Grips from Magmatus and Direhammer Leggings from Durgen are early leather comparisons. Inspect Agility, attack stats and survivability together.
Alliance · quest chain
The Defias Brotherhood ends with a choice including Tunic of Westfall. Prepare the chain before a Deadmines group rather than discovering the missing prerequisite at the entrance.
Agree on a Sap target before combat, Kick dangerous casts and keep damage on the tank’s marked enemy. Carry a bandage and the relevant utility reagents; an escape button without its supply will not rescue a bad pull.
Collect the linked quests before the run and compare the reward afterwards. A useful quest reward can end a gearing detour without repeated boss farming.
06
Spell ranks and training budget
Select a level to see its recorded unlocks, or choose All levels for the complete 1–60 list. Open a spell name to inspect its effect and requirements. The priorities assume Combat solo levelling; buy the appropriate healing or tanking ranks when you take another role.
Keep your main attacks and recovery tools current. Learn useful control early; defer unused damage ranks before spending your travel and equipment gold.
121 recorded ranks
| Level | Spell & rank | Training advice |
|---|---|---|
| 1 | EviscerateRank 135 Energy · Melee Range Instant Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 6-10 damage 2 points: 11-15 damage 3 points: 16-20 damage 4 points: 21-25 damage 5 points: 26-30 damage |
Train A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy. |
| 1 | Sinister StrikeRank 145 Energy · Melee Range Instant An instant strike that causes 3 damage in addition to your normal weapon damage. Awards 1 combo point. |
Train The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use. |
| 1 | StealthRank 1Instant · 10 sec cooldown Allows the rogue to sneak around, but reduces your speed by 50%. Lasts until cancelled. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 4 | BackstabRank 160 Energy · Melee Range Instant Requires Daggers Backstab the target, causing 150% weapon damage plus 15 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger. |
| 4 | Pick PocketUnrankedMelee Range Instant Requires Stealth Pick the target's pocket. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 6 | GougeRank 145 Energy · Melee Range Instant · 10 sec cooldown Causes 10 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point. |
Utility First rank supplies control. Later damage ranks are a lower priority when you use it to bandage or create space. |
| 6 | Sinister StrikeRank 245 Energy · Melee Range Instant An instant strike that causes 6 damage in addition to your normal weapon damage. Awards 1 combo point. |
Train The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use. |
| 8 | EvasionUnrankedInstant · 5 min cooldown The rogue's dodge chance will increase by 50% for 15 sec. |
Utility Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect. |
| 8 | EviscerateRank 235 Energy · Melee Range Instant Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 14-22 damage 2 points: 25-33 damage 3 points: 36-44 damage 4 points: 47-55 damage 5 points: 58-66 damage |
Train A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy. |
| 10 | SapRank 165 Energy · Melee Range Instant Requires Stealth Incapacitates the target for up to 25 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth. |
Utility Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect. |
| 10 | Slice and DiceRank 125 Energy · 100 yd range Instant Finishing move that increases melee attack speed by 20%. Lasts longer per combo point: 1 point : 9 seconds 2 points: 12 seconds 3 points: 15 seconds 4 points: 18 seconds 5 points: 21 seconds |
Train Attack speed pays off over remaining combat time. Buy the useful duration upgrades, but do not maintain it at the cost of ending a short fight. |
| 10 | SprintRank 1Instant · 5 min cooldown Increases the rogue's movement speed by 50% for 15 sec. Does not break stealth. |
Utility Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect. |
| 12 | BackstabRank 260 Energy · Melee Range Instant Requires Daggers Backstab the target, causing 150% weapon damage plus 30 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger. |
| 12 | KickRank 125 Energy · Melee Range Instant · 10 sec cooldown A quick kick that injures a single foe for 15 damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 5 sec. |
Utility Keep the interrupt available. Higher ranks add damage; they are less urgent than upgrading your main builder. |
| 14 | Expose ArmorRank 125 Energy · Melee Range Instant Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 90 Armor 2 points: 180 Armor 3 points: 270 Armor 4 points: 360 Armor 5 points: 450 Armor |
Defer More useful against enemies that live long enough to repay the combo points. Short solo fights usually favour a direct finisher. |
| 14 | GarroteRank 150 Energy · Melee Range Instant Requires Stealth Garrote the enemy, causing 144 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 14 | Sinister StrikeRank 345 Energy · Melee Range Instant An instant strike that causes 10 damage in addition to your normal weapon damage. Awards 1 combo point. |
Train The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use. |
| 16 | EviscerateRank 335 Energy · Melee Range Instant Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 25-39 damage 2 points: 44-58 damage 3 points: 63-77 damage 4 points: 82-96 damage 5 points: 101-115 damage |
Train A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy. |
| 16 | FeintRank 120 Energy · Melee Range Instant · 10 sec cooldown Performs a feint, causing no damage but lowering your threat by a small amount, making the enemy less likely to attack you. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 18 | AmbushRank 160 Energy · Melee Range Instant Requires Stealth Requires Daggers Ambush the target, causing 250% weapon damage plus 70 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer A dagger opener. Only spend on its damage ranks when you have the weapon and use this opener. |
| 18 | GougeRank 245 Energy · Melee Range Instant · 10 sec cooldown Causes 20 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point. |
Utility First rank supplies control. Later damage ranks are a lower priority when you use it to bandage or create space. |
| 20 | BackstabRank 360 Energy · Melee Range Instant Requires Daggers Backstab the target, causing 150% weapon damage plus 48 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger. |
| 20 | Crippling PoisonRank 13 sec cast Reagents: Essence of Pain, Empty Vial Makes: Crippling Poison Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, slowing their movement speed by 50% for 12 sec. |
Utility Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect. |
| 20 | Ghostly StrikeUnranked40 Energy · Melee Range Instant · 20 sec cooldown A strike that deals 125% (180% if a Dagger is equipped in your Main Hand) weapon damage and increases your chance to dodge by 15% for 7 sec. Awards 1 combo point. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 20 | Instant PoisonRank 13 sec cast Reagents: Dust of Decay, Empty Vial Makes: Instant Poison Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 13 to 17 Nature damage. 60 charges. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 20 | RiposteUnranked10 Energy · Melee Range Instant · 6 sec cooldown A strike that becomes active after parrying an opponent's attack. This attack deals 150% weapon damage and disarms the target for 6 sec. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 20 | RuptureRank 125 Energy · Melee Range Instant Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 25 damage over 8 secs 2 points: 37 damage over 10 secs 3 points: 51 damage over 12 secs 4 points: 68 damage over 14 secs 5 points: 87 damage over 16 secs |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 20 | StealthRank 2Instant · 10 sec cooldown Allows the rogue to sneak around, but reduces your speed by 40%. Lasts until cancelled. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 22 | DistractUnranked30 Energy · 30 yd range Instant · 30 sec cooldown Throws a distraction, attracting the attention of all nearby enemies and reducing their Stealth detection as if they were 1 level lower for 10 seconds. Does not break stealth. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 22 | GarroteRank 250 Energy · Melee Range Instant Requires Stealth Garrote the enemy, causing 204 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 22 | Sinister StrikeRank 445 Energy · Melee Range Instant An instant strike that causes 15 damage in addition to your normal weapon damage. Awards 1 combo point. |
Train The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use. |
| 22 | VanishRank 1Instant · 5 min cooldown Reagents: Flash Powder Allows the rogue to vanish from sight, entering an improved stealth mode for 10 sec. Also breaks movement impairing effects. |
Utility Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect. |
| 24 | Detect TrapsPassiveGreatly increased chance to detect traps. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 24 | EviscerateRank 435 Energy · Melee Range Instant Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 41-61 damage 2 points: 72-92 damage 3 points: 103-123 damage 4 points: 134-154 damage 5 points: 165-185 damage |
Train A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy. |
| 24 | Mind-numbing PoisonRank 13 sec cast Reagents: Dust of Decay, Essence of Pain, Empty Vial Makes: Mind-numbing Poison Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy, increasing their casting time by 40% for 10 sec. 75 charges. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 25 | Cold BloodUnrankedInstant · 3 min cooldown When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, Eviscerate, or Mutilate by 100%. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 25 | PremeditationUnranked20 yd range Instant · 2 min cooldown Adds 2 Combo Points to your target. You must add to or use those combo points within 20 sec or the combo points are lost. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 26 | AmbushRank 260 Energy · Melee Range Instant Requires Stealth Requires Daggers Ambush the target, causing 250% weapon damage plus 100 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer A dagger opener. Only spend on its damage ranks when you have the weapon and use this opener. |
| 26 | Cheap ShotUnranked60 Energy · Melee Range Instant Requires Stealth Stuns the target for 4 sec. Must be stealthed. Awards 2 combo points. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 26 | Expose ArmorRank 225 Energy · Melee Range Instant Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 180 Armor 2 points: 360 Armor 3 points: 540 Armor 4 points: 720 Armor 5 points: 900 Armor |
Defer More useful against enemies that live long enough to repay the combo points. Short solo fights usually favour a direct finisher. |
| 26 | KickRank 225 Energy · Melee Range Instant · 10 sec cooldown A quick kick that injures a single foe for 30 damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 5 sec. |
Utility Keep the interrupt available. Higher ranks add damage; they are less urgent than upgrading your main builder. |
| 28 | BackstabRank 460 Energy · Melee Range Instant Requires Daggers Backstab the target, causing 150% weapon damage plus 69 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger. |
| 28 | FeintRank 220 Energy · Melee Range Instant · 10 sec cooldown Performs a feint, causing no damage but lowering your threat by a medium amount, making the enemy less likely to attack you. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 28 | Instant PoisonRank 23 sec cast Reagents: Dust of Decay x3, Leaded Vial Makes: Instant Poison II Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 20 to 26 Nature damage. 85 charges. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 28 | RuptureRank 225 Energy · Melee Range Instant Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 35 damage over 8 secs 2 points: 53 damage over 10 secs 3 points: 74 damage over 12 secs 4 points: 99 damage over 14 secs 5 points: 127 damage over 16 secs |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 28 | SapRank 265 Energy · Melee Range Instant Requires Stealth Incapacitates the target for up to 35 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth. |
Utility Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect. |
| 30 | Blade FlurryUnranked25 Energy Instant · 2 min cooldown Increases your melee attack speed by 20% and your melee attacks strike an additional nearby opponent. Lasts 15 sec. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 30 | Deadly PoisonRank 13 sec cast Reagents: Deathweed, Leaded Vial Makes: Deadly Poison Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 24 Nature damage over 12 sec. Stacks up to 5 times on a single target. 90 charges. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 30 | Disarm TrapUnranked5 yd range 2 sec cast Sneak up on the trap in order to disarm it. Don't get too close or the trap will go off. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 30 | GarroteRank 350 Energy · Melee Range Instant Requires Stealth Garrote the enemy, causing 282 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 30 | HemorrhageUnranked35 Energy · Melee Range Instant An instant strike that deals 100% weapon damage (145% if a Dagger is equipped) and causes the target to take 15% increased Rupture damage from the Rogue. Lasts 15 sec. Awards 1 Combo Point. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 30 | Kidney ShotRank 125 Energy · Melee Range Instant · 20 sec cooldown Finishing move that stuns the target. Lasts longer per combo point: 1 point : 1 second 2 points: 2 seconds 3 points: 3 seconds 4 points: 4 seconds 5 points: 5 seconds |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 30 | MutilateRank 160 Energy · Melee Range Instant Requires Daggers Instantly attacks with both weapons for 75% weapon damage plus an additional 13 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 30 | PreparationUnrankedInstant · 10 min cooldown When activated, this ability immediately finishes the cooldown on your other Rogue abilities. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 30 | Sinister StrikeRank 545 Energy · Melee Range Instant An instant strike that causes 22 damage in addition to your normal weapon damage. Awards 1 combo point. |
Train The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use. |
| 32 | EviscerateRank 535 Energy · Melee Range Instant Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 60-90 damage 2 points: 105-135 damage 3 points: 150-180 damage 4 points: 195-225 damage 5 points: 240-270 damage |
Train A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy. |
| 32 | GougeRank 345 Energy · Melee Range Instant · 10 sec cooldown Causes 32 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point. |
Utility First rank supplies control. Later damage ranks are a lower priority when you use it to bandage or create space. |
| 32 | Wound PoisonRank 13 sec cast Reagents: Essence of Pain, Deathweed, Leaded Vial Makes: Wound Poison Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, reducing all healing effects used on them by 67 for 15 sec. Stacks up to 5 times on a single target. 90 charges. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 34 | AmbushRank 360 Energy · Melee Range Instant Requires Stealth Requires Daggers Ambush the target, causing 250% weapon damage plus 125 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer A dagger opener. Only spend on its damage ranks when you have the weapon and use this opener. |
| 34 | BlindUnranked30 Energy · 10 yd range Instant · 5 min cooldown Reagents: Blinding Powder Blinds the target, causing it to wander disoriented for up to 10 sec. Any damage caused will remove the effect. |
Utility Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect. |
| 34 | Blinding PowderUnranked3 sec cast Reagents: Fadeleaf Makes: 3 Blinding Powder Create the reagent for the Blind ability. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 34 | SprintRank 2Instant · 5 min cooldown Increases the rogue's movement speed by 60% for 15 sec. Does not break stealth. |
Utility Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect. |
| 36 | BackstabRank 560 Energy · Melee Range Instant Requires Daggers Backstab the target, causing 150% weapon damage plus 90 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger. |
| 36 | Expose ArmorRank 325 Energy · Melee Range Instant Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 270 Armor 2 points: 540 Armor 3 points: 810 Armor 4 points: 1,080 Armor 5 points: 1,350 Armor |
Defer More useful against enemies that live long enough to repay the combo points. Short solo fights usually favour a direct finisher. |
| 36 | Instant PoisonRank 33 sec cast Reagents: Dust of Deterioration, Leaded Vial Makes: Instant Poison III Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 29 to 37 Nature damage. 105 charges. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 36 | RuptureRank 325 Energy · Melee Range Instant Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 53 damage over 8 secs 2 points: 79 damage over 10 secs 3 points: 109 damage over 12 secs 4 points: 143 damage over 14 secs 5 points: 183 damage over 16 secs |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 38 | Deadly PoisonRank 23 sec cast Reagents: Deathweed x2, Leaded Vial Makes: Deadly Poison II Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 36 Nature damage over 12 sec. Stacks up to 5 times on a single target. 115 charges. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 38 | GarroteRank 450 Energy · Melee Range Instant Requires Stealth Garrote the enemy, causing 354 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 38 | Mind-numbing PoisonRank 23 sec cast Reagents: Dust of Decay x4, Essence of Pain x4, Leaded Vial Makes: Mind-numbing Poison II Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy, increasing their casting time by 50% for 12 sec. 115 charges. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 38 | Sinister StrikeRank 645 Energy · Melee Range Instant An instant strike that causes 33 damage in addition to your normal weapon damage. Awards 1 combo point. |
Train The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use. |
| 40 | Adrenaline RushUnrankedInstant · 5 min cooldown Increases your Energy regeneration rate by 100% for 15 sec. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 40 | EviscerateRank 635 Energy · Melee Range Instant Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 93-137 damage 2 points: 164-208 damage 3 points: 235-279 damage 4 points: 306-350 damage 5 points: 377-421 damage |
Train A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy. |
| 40 | FeintRank 320 Energy · Melee Range Instant · 10 sec cooldown Performs a feint, causing no damage but lowering your threat by a large amount, making the enemy less likely to attack you. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 40 | MutilateRank 260 Energy · Melee Range Instant Requires Daggers Instantly attacks with both weapons for 75% weapon damage plus an additional 19 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 40 | Safe FallPassiveReduces damage from falling. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 40 | StealthRank 3Instant · 10 sec cooldown Allows the rogue to sneak around, but reduces your speed by 35%. Lasts until cancelled. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 40 | VenomUnranked25 Energy · 100 yd range Instant Finishing move that increases the damage of your Poisons by 30% and your chance to apply Poisons by 10%. Lasts longer per combo point: 1 point : 9 sec 2 points: 12 sec 3 points: 15 sec 4 points: 18 sec 5 points: 21 sec |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 40 | Wound PoisonRank 23 sec cast Reagents: Essence of Pain, Deathweed x2, Leaded Vial Makes: Wound Poison II Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, reducing all healing effects used on them by 92 for 15 sec. Stacks up to 5 times on a single target. 115 charges. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 42 | AmbushRank 460 Energy · Melee Range Instant Requires Stealth Requires Daggers Ambush the target, causing 250% weapon damage plus 185 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer A dagger opener. Only spend on its damage ranks when you have the weapon and use this opener. |
| 42 | KickRank 325 Energy · Melee Range Instant · 10 sec cooldown A quick kick that injures a single foe for 45 damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 5 sec. |
Utility Keep the interrupt available. Higher ranks add damage; they are less urgent than upgrading your main builder. |
| 42 | Slice and DiceRank 225 Energy · 100 yd range Instant Finishing move that increases melee attack speed by 30%. Lasts longer per combo point: 1 point : 9 seconds 2 points: 12 seconds 3 points: 15 seconds 4 points: 18 seconds 5 points: 21 seconds |
Train Attack speed pays off over remaining combat time. Buy the useful duration upgrades, but do not maintain it at the cost of ending a short fight. |
| 42 | VanishRank 2Instant · 5 min cooldown Reagents: Flash Powder Allows the rogue to vanish from sight, entering an improved stealth mode for 10 sec. Also breaks movement impairing effects. More effective than Vanish (Rank 1). |
Utility Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect. |
| 44 | BackstabRank 660 Energy · Melee Range Instant Requires Daggers Backstab the target, causing 150% weapon damage plus 135 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger. |
| 44 | Instant PoisonRank 43 sec cast Reagents: Dust of Deterioration x2, Crystal Vial Makes: Instant Poison IV Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 45 to 57 Nature damage. 130 charges. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 44 | RuptureRank 425 Energy · Melee Range Instant Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 76 damage over 8 secs 2 points: 110 damage over 10 secs 3 points: 149 damage over 12 secs 4 points: 195 damage over 14 secs 5 points: 246 damage over 16 secs |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 46 | Deadly PoisonRank 33 sec cast Reagents: Deathweed x3, Crystal Vial Makes: Deadly Poison III Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 56 Nature damage over 12 sec. Stacks up to 5 times on a single target. 135 charges. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 46 | Expose ArmorRank 425 Energy · Melee Range Instant Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 360 Armor 2 points: 720 Armor 3 points: 1,080 Armor 4 points: 1,440 Armor 5 points: 1,800 Armor |
Defer More useful against enemies that live long enough to repay the combo points. Short solo fights usually favour a direct finisher. |
| 46 | GarroteRank 550 Energy · Melee Range Instant Requires Stealth Garrote the enemy, causing 444 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 46 | GougeRank 445 Energy · Melee Range Instant · 10 sec cooldown Causes 55 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point. |
Utility First rank supplies control. Later damage ranks are a lower priority when you use it to bandage or create space. |
| 46 | Sinister StrikeRank 745 Energy · Melee Range Instant An instant strike that causes 52 damage in addition to your normal weapon damage. Awards 1 combo point. |
Train The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use. |
| 48 | EviscerateRank 735 Energy · Melee Range Instant Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 144-212 damage 2 points: 254-322 damage 3 points: 364-432 damage 4 points: 474-542 damage 5 points: 584-652 damage |
Train A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy. |
| 48 | SapRank 365 Energy · Melee Range Instant Requires Stealth Incapacitates the target for up to 45 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth. |
Utility Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect. |
| 48 | Wound PoisonRank 33 sec cast Reagents: Essence of Agony, Deathweed x2, Crystal Vial Makes: Wound Poison III Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, reducing all healing effects used on them by 128 for 15 sec. Stacks up to 5 times on a single target. 135 charges. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 50 | AmbushRank 560 Energy · Melee Range Instant Requires Stealth Requires Daggers Ambush the target, causing 250% weapon damage plus 230 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer A dagger opener. Only spend on its damage ranks when you have the weapon and use this opener. |
| 50 | Crippling PoisonRank 23 sec cast Reagents: Essence of Agony x3, Crystal Vial Makes: Crippling Poison II Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, slowing their movement speed by 70% for 12 sec. |
Utility Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect. |
| 50 | Kidney ShotRank 225 Energy · Melee Range Instant · 20 sec cooldown Finishing move that stuns the target. Lasts longer per combo point: 1 point : 2 seconds 2 points: 3 seconds 3 points: 4 seconds 4 points: 5 seconds 5 points: 6 seconds |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 50 | MutilateRank 360 Energy · Melee Range Instant Requires Daggers Instantly attacks with both weapons for 75% weapon damage plus an additional 27 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 52 | BackstabRank 760 Energy · Melee Range Instant Requires Daggers Backstab the target, causing 150% weapon damage plus 165 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger. |
| 52 | FeintRank 420 Energy · Melee Range Instant · 10 sec cooldown Performs a feint, causing no damage but lowering your threat by a large amount, making the enemy less likely to attack you. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 52 | Instant PoisonRank 53 sec cast Reagents: Dust of Deterioration x3, Crystal Vial Makes: Instant Poison V Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 62 to 80 Nature damage. 150 charges. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 52 | Mind-numbing PoisonRank 33 sec cast Reagents: Dust of Deterioration x2, Essence of Agony x2, Crystal Vial Makes: Mind-numbing Poison III Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy, increasing their casting time by 60% for 14 sec. 150 charges. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 52 | RuptureRank 525 Energy · Melee Range Instant Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 105 damage over 8 secs 2 points: 151 damage over 10 secs 3 points: 207 damage over 12 secs 4 points: 270 damage over 14 secs 5 points: 342 damage over 16 secs |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 54 | Deadly PoisonRank 43 sec cast Reagents: Deathweed x5, Crystal Vial Makes: Deadly Poison IV Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 72 Nature damage over 12 sec. Stacks up to 5 times on a single target. 160 charges. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 54 | GarroteRank 650 Energy · Melee Range Instant Requires Stealth Garrote the enemy, causing 552 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point. |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 54 | Sinister StrikeRank 845 Energy · Melee Range Instant An instant strike that causes 68 damage in addition to your normal weapon damage. Awards 1 combo point. |
Train The main non-dagger Combat builder. Keep its damage current before spending on dagger attacks you cannot use. |
| 56 | EviscerateRank 835 Energy · Melee Range Instant Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 199-295 damage 2 points: 350-446 damage 3 points: 501-597 damage 4 points: 652-748 damage 5 points: 803-899 damage |
Train A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy. |
| 56 | Expose ArmorRank 525 Energy · Melee Range Instant Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 450 Armor 2 points: 900 Armor 3 points: 1,350 Armor 4 points: 1,800 Armor 5 points: 2,250 Armor |
Defer More useful against enemies that live long enough to repay the combo points. Short solo fights usually favour a direct finisher. |
| 56 | Wound PoisonRank 43 sec cast Reagents: Essence of Agony x2, Deathweed x2, Crystal Vial Makes: Wound Poison IV Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, reducing all healing effects used on them by 165 for 15 sec. Stacks up to 5 times on a single target. 160 charges. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 58 | AmbushRank 660 Energy · Melee Range Instant Requires Stealth Requires Daggers Ambush the target, causing 250% weapon damage plus 290 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer A dagger opener. Only spend on its damage ranks when you have the weapon and use this opener. |
| 58 | KickRank 425 Energy · Melee Range Instant · 10 sec cooldown A quick kick that injures a single foe for 80 damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 5 sec. |
Utility Keep the interrupt available. Higher ranks add damage; they are less urgent than upgrading your main builder. |
| 58 | SprintRank 3Instant · 5 min cooldown Increases the rogue's movement speed by 70% for 15 sec. Does not break stealth. |
Utility Learn the control, escape, dispel or group tool. If a later rank only adds damage, it can wait; keep ranks that improve its useful effect. |
| 60 | BackstabRank 860 Energy · Melee Range Instant Requires Daggers Backstab the target, causing 150% weapon damage plus 210 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger. |
| 60 | BackstabRank 960 Energy · Melee Range Instant Requires Daggers Backstab the target, causing 150% weapon damage plus 225 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point. |
Defer Requires a dagger and suitable positioning or talents. Buy for a dagger route; defer if you level with Sinister Strike and a non-dagger. |
| 60 | Deadly PoisonRank 53 sec cast Reagents: Deathweed x7, Crystal Vial Makes: Deadly Poison V Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 92 Nature damage over 12 sec. Stacks up to 5 times on a single target. 180 charges. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 60 | EviscerateRank 935 Energy · Melee Range Instant Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 224-332 damage 2 points: 394-502 damage 3 points: 564-672 damage 4 points: 734-842 damage 5 points: 904-1,012 damage |
Train A direct finisher for short solo kills. Spend enough combo points to end the fight instead of waiting for five on a dying enemy. |
| 60 | FeintRank 520 Energy · Melee Range Instant · 10 sec cooldown Performs a feint, causing no damage but lowering your threat by a large amount, making the enemy less likely to attack you. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 60 | GougeRank 545 Energy · Melee Range Instant · 10 sec cooldown Causes 75 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point. |
Utility First rank supplies control. Later damage ranks are a lower priority when you use it to bandage or create space. |
| 60 | Instant PoisonRank 63 sec cast Reagents: Dust of Deterioration x4, Crystal Vial Makes: Instant Poison VI Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 76 to 100 Nature damage. 175 charges. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
| 60 | MutilateRank 460 Energy · Melee Range Instant Requires Daggers Instantly attacks with both weapons for 75% weapon damage plus an additional 38 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points. |
Defer Lower priority for Combat solo levelling. Buy when you switch builds, use this attack regularly, or take the matching dungeon role. |
| 60 | RuptureRank 625 Energy · Melee Range Instant Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 159 damage over 8 secs 2 points: 222 damage over 10 secs 3 points: 295 damage over 12 secs 4 points: 377 damage over 14 secs 5 points: 469 damage over 16 secs |
Situational Read the rank effect below. Buy for a task you plan to use—group support, a particular enemy type, travel or an alternate build—rather than clearing the trainer list. |
| 60 | StealthRank 4Instant · 10 sec cooldown Allows the rogue to sneak around, but reduces your speed by 30%. Lasts until cancelled. |
Train Keep useful ranks current while you regularly use this ability in the Combat solo toolkit. |
No ranks match. Try another level, spell or priority.
Train — main toolkit. Utility — useful effect; damage-only upgrades can wait. Situational — buy for your route or role. Defer — lower priority for this solo build.
Client records: build 1.60.1.70170 · 3 October 2026. These are unlock levels, not a guarantee of trainer stock. Talent levels are minimums; points, quests, race and special sources still apply. Pet rows use the pet’s level. Training prices are not included; check your trainer’s quote. Later beta content may change.
Spell data adapted from TalentsForever, CC BY 4.0. Training priorities by StatRat. Spell text © Blizzard Entertainment.
07
Sources and beta updates
Written for WoW Forever beta. Ability values and talent choices can change with updates; check your current in-game tooltips when a detail differs.
Method — weapon and talent choices · Mobalytics — Combat levelling · DonTheCrown — Rogue combat loop · Mobalytics — Rogue changes · Icy Veins — Ragefire Chasm rewards · Wowhead — Hall of Thanes quests and rewards · TalentsForever — licensed beta spell and talent records · Wowhead — early Rogue equipment
Community tips are linked beside the relevant advice. They describe player experience; they are not measured class rankings.